It doesn't have to do with Steam, I had this problem also. I solved it by moving the dll to another folder, this allowed me to start the game at all. Then I went to video options and changed the rendering mode to openGL, then I exited the game and moved the dll back.

Wow what a response, didn't expect this! I was like "I guess I can upload these also, while I'm at it.", good thing I did!

Yeah that program is really nice actually, when you've learned to use it it's really easy to quickly make great textures. It's also so easy to go back and make fundamental changes that could take a very long time to do in an image editing program (like changing the tile size on a tile texture for example).

What they've optimised here is not the framerate but the usage of the vertices. So instead of using lots of vertices in flat spaces they've optimised the vertex usage to put the vertices where they are needed the most.

This is rendered in Wolfire Games' home made Phoenix Engine. There is currently no interactive demo available, though if you want to get your hands on it as soon as possible you can preorder the game, because when you do that you get access to weekly alphas.

Yes it was great! I'm really looking forward to the next one. How about some semi organized gaming after the show (perhaps a special ModDB server), playing the games/mods that where on the show? And a voice chat server that people can join after the show to talk while they're gaming and a room just for general talk? That'd be so awesome!

Oh, and I could be the official linkage boy for the next show if you want to. ^^

Great work man!
Regarding the darkness of night time; you'll need to account for people's bad monitors. You and I might see something during night time, but if your monitor isn't good enough it'll just be 100% black.

Also, I don't know if it's just me, but I usually see pretty ok during the night. It's easier to see in real life since our eyes adjust properly and a number of other factors that can be hard to represent properly. Therefore you can just make it all a bit brighter to simulate that.

This picture is from Counter-Strike: Source, you can use it in any Source game like Half-Life 2 Deathmatch, Team Fortress 2, Day of Defeat: Source, or any multiplayer Source mod like Orion, Coven and so on.

Go crazy spraying this **** man, help spreading the word of Overgrowth! :D

You just said yourself that there's always the risk that the server will crash, how's that possible if the program is free from server crashing bugs? There's always the risk, claiming that your software is crash free is pretty big.

Yeah well done on the bloom!
It seems that some developers need to go outside and look at how "bloom" works in real life. Even today bloom is sometimes too harsh in games, but you do a good job in yours!

They actually gave it to me in return for helping them find a spelling mistake on their website while letting them know that I'm still using MaPZone 2 and how I think it's a shame that Substance Designer 2 is so expensive.

So those guys are amazing, and Substance Designer 2 is really good and getting better!

They didn't fix the spelling mistake yet, but apparently they were very appreciative. :P

Is the gameplay pretty much final at this point? The reason I'm asking is because movement seems a bit too quick for my tastes, especially considering the rest of the game seem to feel pretty realistic.

I think it's just for publicity, right? You get to go on the FilePlanet front page or something?
Anyhow, I don't mind really, I'll just wait until it comes to ModDB though. :)
Gonna be good to play this!

It often looks like that for me also, it's really annoying to edit and compile textures for the Source engine while at the same time editing the map file in Hammer, testing the textures in game, having the web browser up and chatting on Skype, oh, and someone wrote on MSN also.. Gets real hard to keep track of things. x(

I think it's cool if some of the updates aren't anything special. I mean, they make one every week and I don't think they've missed a single one! You guys are awesome, I'm waiting for your mod to be released!

PS. Aren't there 52 weeks in a year? Soon it's one year since you started posting these updates! :-D

I think that this mapper would benefit very much from drawing some concept pictures before mapping, I find it very hard to just make a good map, they often look pretty bare like this one.

If you draw a concept first on the other hand, you can not only see what works and what doesn't work much more quickly, you can also add detail and stuff much faster when you're making the map later because you will know what looks good without having to try it out first.

If you already are drawing concepts I suggest you make them more detailed.

Also, some things I can see that would improve the look of the map:

* Make borders around the doors, you know, like all dors have. Open up one of the Valve maps that come with the SDK and see how they did their doors.

* The stairs look too steep, again, look at Valve's stairs.

* That wall texture looks horrible in the bathroom.

Keep getting better and don't stop until you're satisfied with the results.

It's looking pretty good!
I think the wood could be a bit less saturated, you might also want to try different methods of making the blade look worn. I'm not super much into textures, but I know one dude in a team I'm in use to first make the texture all nice and shiny and then wear it down, get it?

They haven't announced it on Steam yet, they've just signed the contracts. Expect it to show up when it's nearing release. (if you buy it on Wolfire.com Wolfire will get more money than if you buy it on Steam though ;-) )

I took the measurements from Developer.valvesoftware.com and I hope that those are correct, if you look in the quick reference list on that page you see that 64Hunits is 4 feet, a player is 72 units high and if you use my converter and convert 72 units to feet you get 4.5 feet, this seems logical to me. If you can find anything wrong with my converter i urge you to tell me, the last thing I want is for it to do inaccurate conversions. I'll test it some more to see that the conversions are accurate.

But are the x and y sizes different in the Source engine? I'm not sure what you mean.

Oh! It happened to be your birthday when I visited your profile now! I'm not gonna congratulate you though, I just wanted to check if you where one of those meanies doing stupid posts all around the place, and my suspicions where confirmed.

It's nice but it doesn't sound "generic" enough IMO. Sometimes sounds like he's reading from a paper, and I dunno if you're going for the silly approach (if you are you can disregard this whole post), but he just doesn't have the right flow. "TA UPP BURKEN.. Skkkkkitstövel", just sounds silly :-P .

It's like a fps game but chess style, current gameplay goes like this: each round you get to move two of your dudes 6 squares and shoot an amount of times that different depending on what weapon you have at any time during your move (allows you to utilize cover > shoot > cover tactics), the goal is to eliminate the opposing team.

If you're wondering about the controls (they're all on Spanish, you need to fix that Cokill3r) I can give them here:

Left mouse button: Select the dude you want to use
Arrow keys: Move
Space: Shoot
Backspace: Swap to the weapon you are standing on